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Wilderness Twisting Roots

VIG ATTACK – CONJURY


Basic

The secret magic of the wilderness has been made


Target 10 ft. blast
known to you. You can channel the ferocity of
beasts and cause plants to grow and decay at your Hit Deal % + VIG damage.
whim. Wilds actions have the conjury keyword, Solid Hit Add % damage.
meaning they require a free hand or an implement Create roots, a lasting field of
After
such as a wand, rod, or staff. Conjurors of the wilds difficult terrain.
can grant recoveries to allies, cause bleeding, and
alter the forms of friends and foes alike.
Wild Touch Basic
Vigor VIG SUPPORT – UNARMED
Wilderness actions are governed by Vigor. When
Target 1 adjacent creature
you use an action from this theme, roll 1d20 + h +
VIG. Grant a recovery 2; or confer
Hit
accurate 2.

Solid Hit Do both instead.


Critical Effect
When you land a critical hit, you and each ally
within 20 ft. gain accurate 2.
Blooming Burst Special
VIG ATTACK – CONJURY

Target 10 ft. burst; enemies only

Hit Deal % + VIG damage.


Spit Venom Basic
Solid Hit Add % damage.
VIG ATTACK – CONJURY – POISON
Grant a recovery 2 to any number of
Target 1 creature After
creatures in the area.
Hit Deal %% damage.
Solid Hit Confer poisoned 4.

Cocoon Special
VIG SUPPORT – CONJURY
Sunbeam Basic
Target 1 creature
VIG ATTACK – CONJURY – FIRE
Hit Confer cocoon 3.
Target line; enemies only
Solid Hit Confer cocoon 5 instead.
Deal % + VIG damage. Grant a
Hit
recovery 1 to one ally in the line. Condition. The affected creature gains
a +2 bonus to armor class. It can make a
Solid Hit Add % damage. Cocoon
recovery 2 at the start of each of its
turns.
Dire Toxin Special Thorn Skin Special
VIG ATTACK – CONJURY – POISON VIG ATTACK – CONJURY – POISON

Target 1 creature Grant thorn skin to a creature in range.


Deal %% damage. On Use Then make the attack in a 10 ft. burst
Hit centered on that creature; enemies only.
Confer poisoned 6.
Solid Hit Confer poisoned 8 instead. Hit Deal %% damage.

Solid Hit Confer poisoned 4.

Sustained condition. The affected


Invigorate Special
Thorn creature deals hh physical damage
VIG SUPPORT – CONJURY Skin to any enemy that hits it with a melee
attack.
Target 10 ft. burst; allies only

Confer accurate 2. Those allies deal


Hit % extra damage with their next attacks
this round.
Twisting Briars Special
Solid Hit Confer accurate 4 instead. VIG ATTACK – CONJURY

Target 20 ft. blast

Hit Deal %% damage.


Ensnaring Vine Special
Solid Hit Add % damage.
VIG ATTACK – CONJURY
Create briars, a lasting field of difficult
After
Create ensnaring vine, a sustained terrain that deals h movement damage.
obstacle, in one empty square adjacent
to the target. It engages enemies. It
On Use
makes the following attack when it
appears and whenever a creature breaks Toad Form Mighty
engagement with it.
VIG ATTACK – CONJURY
Target 1 creature
Deal %% + VIG damage.
Hit Deal %% damage. Hit
Confer toad form 2.
Solid Hit Confer immobilized 1. Solid Hit Confer toad form 3 instead.

Condition. The affected creature


shifts 15 ft. instead of moving normally
Springtide Special Toad
and cannot take any actions or reactions.
It suffers hits as though they were one
VIG SUPPORT – CONJURY
Form
step lower: critical hits become solid
hits, solid become normal, and normal
Target 20 ft. burst; allies only
become misses.
Hit Grant a recovery 3.

Solid Hit Grant a recovery 5 instead.


Dazing Strike Basic
Stinging Swarm Mighty RES ATTACK – MELEE

Target 1 creature
VIG ATTACK – CONJURY – POISON
Hit Deal $$ damage.
Target 15 ft. square; all creatures
Solid Hit Confer delayed 2.
Deal %%% damage.
Hit
Confer poisoned 5.

Solid Hit Add % damage. Impact Basic


Create stinging swarm, a sustained
RES ATTACK – MELEE
field that deals h poison movement
After
damage. You can shift the swarm 15 ft. Target 1 creature
as a minor action. Hit Deal $$ damage.
Solid Hit Add $ damage.
Special On a miss, deal $ damage.

Wrath
You may lack refinement, but your reckless anger Wild Swing Basic
and refusal to submit make you as deadly as any
RES ATTACK – MELEE
formally trained warrior. Wrath actions have the
melee keyword, meaning they must be made with a Target melee burst; enemies only
melee weapon, such as a longsword or warhammer. Hit Deal $ + RES damage.
Wrathful fighters excel at dealing heavy damage to Solid Hit Knock prone.
groups and single targets and staggering enemies
You may erase an obstacle from one
with incredible force. After
square in weapon range.

Resolve
Wrathful fighting is fueled by the flames of passion Break Through Special
and the burning will to survive. When you use an
RES ATTACK - MELEE
action from this theme, roll 1d20 + h + RES.
Jump 30 ft. Erase any obstacles and field
On Use
effects from squares jumped through.
Critical Effect
Target each enemy passed through
When you land a critical hit, you also confer
staggered 2 to each target. Hit Deal $$ + RES damage.

Solid Hit Confer staggered 2.

Bash Basic
RES ATTACK – MELEE

Target 1 creature
Hit Deal $$ damage. Push 10 ft.

Solid Hit Knock prone.


Brutalize Special Hurl Object Special
RES ATTACK - MELEE RES ATTACK - ARTIFICE

Target 1 creature Target 10 ft. blast


Hit Deal $$$ damage. Push 10 ft. Deal %% + RES damage. If you are next
Hit to an obstacle, you can erase it to add %
Solid Hit Add $ damage.
damage.
Special On a miss, deal $$ damage. Solid Hit Confer staggered 2.

Create rubble, a lasting field of


After Use
difficult terrain.
Cry Havoc Special
RES ATTACK - PERSONAL

Target 20 ft. burst; enemies only Martial Cleave Special


Hit Confer inaccurate 3; or vulnerable 3. RES ATTACK - MELEE

Solid Hit Confer both instead. Target melee burst; enemies only
Deal $$ damage.
Hit
Confer weapon effect.
Dizzying Blow Special Solid Hit Add $ damage.

RES ATTACK - MELEE

Target 1 creature
Spirited Strike Special
Deal $$ + RES damage.
Hit
Confer delayed 2. RES ATTACK - MELEE

Solid Hit Confer delayed 4 instead. Target 1 creature


Hit Deal $$ + RES damage.
Solid Hit See below.
Rough Landing Special Confer accurate 2 to yourself and each
RES ATTACK - MELEE
After ally within 20 ft., or accurate 4 if you
scored a solid hit.
On Use Jump 20 ft.
Target melee burst; enemies only
Deal $$ damage.
Hit
Knock prone.
Tumble Special
Solid Hit The targets cannot stand up next turn. RES ATTACK - MELEE

Target 1 creature
Deal $$ damage. Push 20 ft.
Movement damage is doubled for this
Hit
push. The target takes 2 damage for
every 5 ft. it could not travel.

Solid Hit Push 30 ft instead.


Annihilate Mighty
RES ATTACK - MELEE

Target 1 creature
Hit Deal $$$$ damage. Push 20 ft.
Solid Hit Add $$ damage.
Special On a miss, deal $$$ damage.

Indomitability Mighty
RES ATTACK - MELEE

Target melee burst; each enemy


Hit Deal $$ damage.

Solid Hit Add $ damage.

Gain barrier 20. Add +5 to the duration


After
for each creature you damaged.

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